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Messages - [GSF]Ghost

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571
Has it been pushed for testing in any capacity, or is it just ready for the next testing build?
It's just ready for the next build. Once I've got everything included and working for the beta (or at least as much as possible), I'll send out the next update.

572
The pseudo-equator system has been included! This feature allows you to delay when certain landscape features start generating, based on the start distance you set relative to the +/- Y-axis. This is useful for promoting exploration when used with infinite terrain; works with custom biomes, caves, mountains, clouds and floating islands.



Other progress:
Quote
✔ Added greater eval security
✔ Fixed issue with Floating Island XY Noise Scales (they should now generate properly)
✔ Fix issue with Floating Islands XY Noise Scale error check, made noise scale error messages easier to understand, and fixed other error messages / checks
✔ Finished Pseduo equator (with toggle option)
✔ Adjusted Function and Sub-Function delay ranges
✔ Altered Connect Lakes to be relative to the water level and is now set with a slider (so it's easier to use)
✔ Changed "chunk saves per seed" hard limit to now be 100,000 - same as the total chunk save limit
✔ Made various changes to the GUIs

573
Dear God! AWESOME!

No download link? ( ͡° ͜ʖ ͡°)
It'll be released soon. =) For now, only testers can use it, sorry.

For some reason sand doesnt spawn with the block under it being sand colored anymore, it takes the color of dirt
and theres random gray patches everywhere with the same effect
- pic -
That's normal, biomes are designed to generate that way. In the screenshot you posted, you can can see how sand near the water level doesn't have the dirt color. However, biomes and default terrain will always have the dirt color under the terrain brick, unless you enable the "Dirt Color / Prints Same As Relative Biome" option under Features.



Btw, I'll be posting another progress update soon! I'm almost finished with the pseudo-equator system, and have made a lot of progress with the Build-Loading GUI as well.

574
That just means that there was an issue with the noise scales you used for floating islands, under Advanced settings. The first iteration size must be greater than or equal to the second, and the second must be greater than or equal to the chunk size you have set. Let me know if that helps.

575
I do not know much about ASCII or Unicode, but this may help: http://www.amp-what.com/unicode/search/check%20mark
Blockland uses the Windows-1252 charset. Check the link for the Wikipedia article with an image of all available characters.
Thanks for the help guys, I decided to use another character instead since the symbol I'm looking for is not supported in this version of Torque.



Also, making progress!
Quote
✔ Added option to set a chunk to "edited" when the wrench is used and settings are applied to a brick within it (meant for chunk saving)
✔ Added option to set a chunk to "edited" when a brick is painted, destroyed or printed within it
✔ Added option to set a chunk to "edited" when a player brick is planted within it
✔ Added option to set a chunk to be "static" when a player-planted vehicle, bot or player spawn is planted within it
✔ Added option to auto-hide bot, vehicle and player spawn bricks when generated as details
✔ Added custom GUI checkbox profiles


576
Does anyone know if there is a checkmark symbol in ASCII or Unicode that I can use? It would really come in handy for listing builds in the build-loading GUI, but I can't find one.

577
The situation was caused from another mod that stops certain players from planting certain bricks by packaging ::onPlant and deleting the brick. I accidentally just showed the wrong part.

Oh okay, yeah I can try adding some isObject checks; I should do so anyway just to be safe.

release please
Shouldn't be much longer. =)

578
Hmm. It's okay, but it looks far too smooth and spherical in my opinion.
For the floating islands? Yeah, I noticed that too; I'm going to try adjusting the noise scales to make them seem more realistic.

Might want to include some isObject checks. http://imgur.com/xB2zY8o
I don't think that's due to PTG; the generator doesn't use a server command to plant bricks. Please try to replicate the issue and let me know what caused it, if possible.

579
Progress?
I'm currently working on the new toggle options and other features for the main GUI, which will be the next thing implemented for the update:

- Add option to set a chunk to "edited" when the wrench is used and settings applied to a brick
- Add option to set a chunk to "edited" when a brick is painted, destroyed or printed
- Add option to set a chunk to "edited" when a player brick is planted
- Add option to set player-planted vehicle, bot or player spawn bricks to be "static" (?)
- Add option to auto-hide bot, vehicle and spawn bricks (?)
- Add option to autosave all chunks on local quit (?)
- Add expand / collapse button with more server commands to Complex GUI mini command window
- Add option in Biome windows to easily clear all detail bricks, prints and colors

580
Thanks Bdarty, yeah PTG kinda started out as an experiment for creating noise algorithms. I've been able to perfect them over the years though, so v3 will far superior to the old versions of the add-on. v2 still works and you can try it if you want, but be forewarned lol.



Also, clouds and floating islands have been fixed for the update!


581
We recently reached the limit of 30 testers, sorry. :/ However, the next time I host the generator on my server, let me know what you want me to generate and I'll set it up.

582
no like can it be different types of terrain like snow or desert terrain because im making nuketown from blackops1 and i wanted to add the mountains around it, so i was thinking of testing the Genenerator out to do so because the one thing im not doing to detail is the mountains because that would take too long...
Oh, yes you can setup any type of terrain you want - the generator allows you to choose different colors for terrain. You can even setup various biomes to generate, similar to how they generate in games like Minecraft. You'll also be able to choose which biomes mountains will generate in, if you want that much detail.

583
Finally I got to test the latest Alpha version and...
Nice work! The terrain generation was rather smooth, I like the seeds idea, and GUIs were rather easy to figure out.

Just one question, idk if I read it right but; is the Preview GUI functioning yet? I can't seem to get it to work, so I'm assuming it's not in the latest build.
Thanks! I'm glad you found the GUIs easy to use, that's was a major complaint from the last version. And previewing hasn't been added yet, but should be included with the next update.

Is there someway i can make it in to desert mountains?
You mean when I host the generator on my server? There's no way to enter mountains, but sometimes caves will carve into them, which allows you to enter mountains to some extent.

584
I have a list on the bottom of the OP that shows everything that still needs to be fixed / included, which I'll be updating every few days or so as progress is made. For the Alpha, I mainly want to test core functions of the generator, not the other features just yet - such as chunk saving and loading, limits, finite / infinite routines, dedicated server support, etc. As the add-on moves into Beta stage, then I could use help in testing everything else.

585
Add-Ons / Re: ☐⇄☐ Item Storage
« on: August 05, 2015, 05:34:17 PM »
I am planning on adding an easy-to-use interface for crafting in the next update. For the mean time however, you can setup a simple crafting system by saving brick inventories as the actual recipes. Then, when an item is added, removed or moved in the brick storage window, it'll check various recipes / inventory saves to see if it matches one of them.

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